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@smcl /ps4_cube.py
Last active Dec 14, 2017

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Demo of a number of ways the PS4 controller can interact with a pygame/opengl app. Hacked together and poorly written - just a demo/reference
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
surfaces = (
(1, 2, 3, 4),
(3, 2, 7, 6),
(6, 7, 5, 4),
(4, 5, 1, 0),
(1, 5, 7, 2),
(4, 0, 3, 6)
)
vertices = (
( 1, -1, -1),
( 1, 1, -1),
(-1, 1, -1),
(-1, -1, -1),
( 1, -1, 1),
( 1, 1, 1),
(-1, -1, 1),
(-1, 1, 1)
)
edges = (
(0, 1),
(0, 3),
(0, 4),
(2, 1),
(2, 3),
(2, 7),
(6, 3),
(6, 4),
(6, 7),
(5, 1),
(5, 4),
(5, 7)
)
# -------------------------------------------------------------
btn_square = 0
btn_cross = 1
btn_circle = 2
btn_tri = 3
btn_l1 = 4
btn_l2 = 6
btn_l3 = 10
btn_r1 = 5
btn_r2 = 7
btn_r3 = 11
btn_share = 8
btn_option = 9
btn_ps4 = 12
btn_touch = 13
axis_x = 9
axis_y = 11
#axis_z = ??? #don't think there's any more accelerometers
axis_l3_x = 0
axis_l3_y = 1
axis_r3_x = 2
axis_r3_y = 5
axis_l2 = 3
axis_r2 = 4
axis_touch_x = 13
axis_touch_y = 14
# -------------------------------------------------------------
def mixColors(colors):
reds = [ c[0] for c in colors ]
greens = [ c[1] for c in colors ]
blues = [ c[2] for c in colors ]
r = sum(reds) / len(colors)
g = sum(greens) / len(colors)
b = sum(blues) / len(colors)
return (r, g, b)
def getColorFromButtonsPressed(buttons):
colors = {
btn_square: (1.00, 0.41, 0.97),
btn_cross: (0.49, 0.69, 0.97),
btn_circle: (1.00, 0.40, 0.40),
btn_tri: (0.25, 0.88, 0.62)
}
pressedButtons = [ b for b in buttons.keys() if buttons[b] and b in colors.keys() ]
if not pressedButtons:
return (0, 0, 0)
return mixColors([ colors[b] for b in pressedButtons ])
def shiftCube(axis_x, axis_y):
translate_x = 2.0 * axis_x
translate_y = 2.0 * axis_y
glTranslatef(axis_x, axis_y, 0.0)
def Cube(color):
glBegin(GL_QUADS)
for surface in surfaces:
for vertex in surface:
glColor3fv(color)
glVertex3fv(vertices[vertex])
glEnd()
glBegin(GL_LINES)
for edge in edges:
for vertex in edge:
glColor3fv((1,1,1))
glVertex3fv(vertices[vertex])
glEnd()
def getZrotation(l2_axis, l2_pressed, r2_axis, r2_pressed):
# if buttons not pressed their axis is 0.0, but
# -1 makes more sense for us here
if not l2_pressed:
l2_axis = -1.0
if not r2_pressed:
r2_axis = -1.0
# next scale it so we're working with values [0..2] instead of [-1..1]
l2_axis += 1.0
r2_axis += 1.0
# finally subtract axes, and scale back to [0..1]
return (l2_axis - r2_axis) / 2
def main():
pygame.init()
display = (800,600)
pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
gluPerspective(45, (display[0]/display[1]), 0.1, 50.0)
glTranslatef(0.0,0.0, -5)
pygame.init()
pygame.joystick.init()
controller = pygame.joystick.Joystick(0)
controller.init()
axis = {}
button = {}
for i in range(controller.get_numbuttons()):
button[i] = False
# set some default value
rot_x = 0.0
rot_y = 0.0
rot_z = 0.0
rot_z_l2 = 0.0
rot_z_r2 = 0.0
trans_x = 0
trans_y = 0
# fix scaling - the rotz
rot_scale = 60.0
rotx_scale = 1 * rot_scale
roty_scale = -1 * rot_scale
rotz_scale = -1 * 180
while True:
# load previous values, in case there's no joy events this iteration
axis[axis_x] = rot_x
axis[axis_y] = rot_y
axis[axis_l2] = rot_z_l2
axis[axis_r2] = rot_z_r2
axis[axis_touch_x] = trans_x
axis[axis_touch_y] = trans_y
for event in pygame.event.get():
if event.type == pygame.JOYAXISMOTION:
axis[event.axis] = round(event.value,2)
elif event.type == pygame.JOYBUTTONDOWN:
button[event.button] = True
elif event.type == pygame.JOYBUTTONUP:
button[event.button] = False
rot_x = axis[axis_x]
rot_y = axis[axis_y]
rot_z_l2 = axis[axis_l2]
rot_z_r2 = axis[axis_r2]
rot_z = getZrotation(rot_z_l2, button[btn_l2], rot_z_r2, button[btn_r2])
trans_x = axis[axis_touch_x]
trans_y = axis[axis_touch_y]
glPushMatrix()
shiftCube(trans_x, -1 * trans_y)
glRotatef(roty_scale * rot_y, 1, 0, 0)
glRotatef(rotz_scale * rot_z, 0, 1, 0)
glRotatef(rotx_scale * rot_x, 0, 0, 1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
Cube(getColorFromButtonsPressed(button))
glPopMatrix()
pygame.display.flip()
main()
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